Ed's Dragon's Demand (Inactive)

Game Master fine_young_misanthrope


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HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek moves forward reaching the room. Unable to move close enough to any enemy, he holds his longsword in his shield hand, and with the other draws a dagger as he moves and throws it to the caster dazed kobold!
Thrown dagger-range+IR: 1d20 + 3 - 2 + 1 ⇒ (15) + 3 - 2 + 1 = 17
Piercing damage+IR: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

The half-orc keeps his rithmic cadence meanwhile, inspiring with the song of his people the whole group!
Inspired rage (3/7): +2 morale Str, +2 Con, +1 Will, -1 AC


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

kill da kobold: 1d20 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn hexes the nearest skeleton.

Misfortune hex (DC 15 Will)


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin steps closer and attacks the kobold to the north

First Slash, inspired rage: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Confirm Slash, inspired rage: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Additional Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Second Slash, inspired rage: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

If her first slash kills it she will use move action to study the caster


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Bissi, while not a dog, likes playing with bones :-). So he moves up to destroy the skeleton

All are bashing damage

bite: 1d20 + 10 ⇒ (18) + 10 = 28 for damage: 1d4 + 1 ⇒ (1) + 1 = 2 trip: 1d20 + 8 ⇒ (3) + 8 = 11
claw: 1d20 + 10 ⇒ (17) + 10 = 27 for damage: 1d2 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 10 ⇒ (10) + 10 = 20 for damage: 1d2 + 1 ⇒ (1) + 1 = 2

And Solvi will just shoot the spellcaster at the back
long bow: 1d20 + 1 ⇒ (20) + 1 = 21 for damage: 1d8 ⇒ 1
Crit Confirm: 1d20 + 1 ⇒ (5) + 1 = 6 for damage: 2d8 ⇒ (4, 7) = 11

"Hah. Hit something for once. Is it dead yet? :-)"

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Round2
kobold: 1d20 + 4 ⇒ (20) + 4 = 24 Slings!
skeleton: 1d20 + 4 ⇒ (15) + 4 = 19 Claws!
Priest: 1d20 + 0 ⇒ (14) + 0 = 14 DAZE!
Orell Destiny: 1d20 + 4 ⇒ (8) + 4 = 12
Yasmin: 1d20 + 5 ⇒ (5) + 5 = 10 SLASH!
Finn Lochlan: 1d20 + 2 ⇒ (8) + 2 = 10 Hex!
Solvi: 1d20 + 3 ⇒ (3) + 3 = 6 Bissi goes to town and so does the master
Samuel Soulkeeper: 1d20 + 2 ⇒ (3) + 2 = 5 KNIFE!

Yasmin crits the kobold and he goes down in a spray of blood, then through her rage studies the priest!

Finn utters dark words the stain the very air!

skeleton will save: 1d20 - 2 ⇒ (5) - 2 = 3

Bissi tears a skeleton to pieces while the master hits the priest with an arrow from afar.

gm note:
priest kobold down 8 hp

The remaining kobold shoots one last time, then bolts down the hall.
kobold sling, confirm, and damage: 1d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (11) + 3 = 141d3 - 1 ⇒ (1) - 1 = 0

The priest curses the running kobold in draconic, then says yells in draconic

draconic:
HEED ME VAPULA!

as she walks into the middle of the group, raises her holy symbol and channels fell energy
channel negative energy damage, DC=12 will save for half: 2d6 ⇒ (3, 1) = 4

Round 3
kobold: 1d20 + 4 ⇒ (20) + 4 = 24 Sling and RUN!
skeleton: 1d20 + 4 ⇒ (15) + 4 = 19
Priest: 1d20 + 0 ⇒ (14) + 0 = 14 Channel
Orell Destiny: 1d20 + 4 ⇒ (8) + 4 = 12
Yasmin: 1d20 + 5 ⇒ (5) + 5 = 10
Finn Lochlan: 1d20 + 2 ⇒ (8) + 2 = 10
Solvi: 1d20 + 3 ⇒ (3) + 3 = 6
Samuel Soulkeeper: 1d20 + 2 ⇒ (3) + 2 = 5


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Will+IR DC 12: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24

Letting himself go with the rage of his song, Shriek only feels the negative energy wave slightly.

Focused on fighting, the half-orc surrounds the priest and flanks it with Yasmin, delivering a powerful blow with his longsword.
longsword+IR: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Slashing damage+IR: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Raging Hp 22/24; AC 18

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell will delay seeing the last kobold surrounded by his friends

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Round 3
kobold: 1d20 + 4 ⇒ (20) + 4 = 24 Sling and RUN!
skeleton: 1d20 + 4 ⇒ (15) + 4 = 19
Priest: 1d20 + 0 ⇒ (14) + 0 = 14 Channel
Orell Destiny: 1d20 + 4 ⇒ (8) + 4 = 12 wait
Yasmin: 1d20 + 5 ⇒ (5) + 5 = 10
Finn Lochlan: 1d20 + 2 ⇒ (8) + 2 = 10
Solvi: 1d20 + 3 ⇒ (3) + 3 = 6
Samuel Soulkeeper: 1d20 + 2 ⇒ (3) + 2 = 5 hard cut to the guts

Samuel hits the kobold hard, it's up, but barely...

gm notes:
kobold down 16 of 20

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn's stomach turns as the wave of negative energy hits him.

Evil Eye hex on the kobold (-2 AC) [DC 15 Will]


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Will: 1d20 + 0 ⇒ (19) + 0 = 19
Yasmin does not say anything but slashes twice more with her two-bladed sword, although not as effective as last time.

Attack, Rage, Studied, Flank: 1d20 + 3 + 1 + 1 + 2 ⇒ (6) + 3 + 1 + 1 + 2 = 13
Damage, Rage, Studied: 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10

Attack, Rage, Studied, Flank: 1d20 + 3 + 1 + 1 + 2 ⇒ (1) + 3 + 1 + 1 + 2 = 8
Damage, Rage, Studied: 1d8 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

When in doubt, send in the cat. Heck, even when not in doubt send in the cat

bite: 1d20 + 10 ⇒ (4) + 10 = 14 for damage: 1d4 + 1 ⇒ (2) + 1 = 3 trip: 1d20 + 8 ⇒ (14) + 8 = 22
claw: 1d20 + 10 ⇒ (6) + 10 = 16 for damage: 1d2 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 10 ⇒ (12) + 10 = 22 for damage: 1d2 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

under the combined assault the last kobold falls. The other one is heard pattering down the corridor yelling at the top of its longs in Draconic.

You friend looks at you all and says Good job! The other will know we are coming, but you did get the nasty, bad priest out of the way! Up ahead it splits. We can go see the big boss by going forward but have to cross room full of fire or go see the future kobolds. The future kobolds still sleep in the egg. Be careful!

Which way do you want to go?

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

let us go see the boss and finish what we started. I have no issue with future kobolds in eggs Orell says with a nod


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"The room of fire. Is there a way to pass it without burning? Not burning is good :-). But I agree, lets finish the boss off now before he manages to rally the rest of the tribe"

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

The little kobold things for a second, scratches it's head, then says, My suggestion is to not set the fire off. I think that's a good plan! It's eyes brighten as it lays its sage-like knowledge on you.

Basically, you know where the trap is, so you don't need to roll for it. But you will have to disarm the trap. How you do that is up to you. I've updated the map, and you can move up to room B19 where the trap is

Along the way you pass a heavy oak door. Your guide points and says, That's the room of the FUTURE! She says the last bit with a slight flourish of pride. Ahead you see a room with the dirt soaked in oil. It's dark in this tunnel.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Hmm, does anybody have any skills with traps?" Yasmin hesitates for a second and then continues "Otherwise I suggest you move back while I try to activate it, I am rather quick on my feet so hopefully can evade most of the fire"


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"I could summon a pony and have it run through the trap area. Although disarming it would be better if anybody can do that"


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek negates with the head "No idea on how those machines work"

"I can perform for you to increase your health"


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Note to self: put skill points in disable device

"I don't like the idea of summoning something to have it run through a trap, although we can try to throw something on the area that triggers it."

For my understanding: are we able to bypass the trap by jumping over a single 5ft square? Or is it a series of trigger squares?


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

According to the map it seems a very long section of scorched caverns :P

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

"Do you know how to disarm this trap, so we don't get burned alive?", Finn asks our guide.

Edit: What about using my Breeze-Kissed ability? Would this set off the trap from a distance? (ability bolded below)

Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Looking at the scorched walls, I think this trap rearms automatically. But we can try. Groar!" roars Shriek.

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

The trap looks like its a number of bottles linked across the hallway. It will scorch the whole hall hopefully killing all within. The kobolds know where to step, but knowing where to step and stepping there are two different things.... who's up for some acrobatics checks?

If you'd like to breeze-kissed the hall, it will work. It will explode the hall. Subtle hasn't been a problem so far, so why start now?lol


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Lets stand WAY back and spring the trap. Subtle? What is that?"

Hey, at least we haven't been murdering everything. That is kind of sort of like being subtle, isn't it? :-)


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Let me try this" Yasmin says. She takes a running start and at the first place where she should have jumped up she lands her foot "oooooh, shoot!"

Acrobatics: 1d20 + 4 ⇒ (1) + 4 = 5


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Let's better take the other path. This one is just too dangerous" mumbles the half-orc as he tries to help Yasmin out of the trap she made herself in.

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Yasmin takes a flying leap into the trap hoping to avoid the trapped sections. She doesn't avoid the trapped section and in a spectacular blast of flame, she lands on the trap.

trap fire damage: 2d6 ⇒ (4, 4) = 8

Yasmin is burned a bit, but able to quickly run out of the hall. The hall burns for about another minute, then gradually dies down. Do you want to go back, go forward, or head a different path?

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Forward! Yasmin can't take that damage for nothing, right? :)


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek makes a prayer, then moves forward fast hopping to ignore most of the flames.
Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Solvi watches to see if the trap has been sprung :-)


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Did we have some healing?

"That might have been a bad idea... but the flames are dwindling already, I don't think there is a trap anymore"

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell curses as he watches the flames and right before they go out he will rush through them pouring a waterskin over himself to help, leaping and fliping as fast and best using acrobatics

no burn me: 1d20 + 9 ⇒ (5) + 9 = 14


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Oh well, shall we all pitch in for one of those healing wands when we are out of here? I promise I will try to learn some of that disabling stuff, heck I learned from this experience" Yasmin says before she moves forward, after the flames have extinguished.

"Say little kobold, you don't happen to have a healing potion or wand on you?"

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17

Assuming the kobold does not have any healing stuff...
"Allow me, Yasmin." Finn says as he mutters an incantation and touches one of her burns.

Cure Light Wounds: 1d8 + 2 ⇒ (3) + 2 = 5

"I'm afraid I didn't get it all. I have one more spell I can use to complete your healing...or is that enough for now?"

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

At the top of the rough-hewn steps is a large cave, the floor strewn with fresh straw. The bones of many different creatures, animal and humanoid both, hang on the walls. Two boulders bisect the cave, obscuring what the other half holds. Stepping from around the bend are five kobolds, one of them wearing robes. He sees you all and says, You think you can trespass in the lair of the Blood Vow Tribe with impunity? You think you can bring that usurper to my lair and take over! I am Roaghaz, and I serve the great Lord Aeteperax! He rewards his supplicants for ferocity and faithfulness. We shall add your bones to those hanging on these walls, and our great lord shall sup on your flesh! He begins to brandish a staff and the others take out clubs..

Map updated!

Initiative:

leader: 1d20 + 6 ⇒ (20) + 6 = 26
kobold: 1d20 + 1 ⇒ (13) + 1 = 14
Finn Lochlan: 1d20 + 2 ⇒ (18) + 2 = 20
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21
Samuel Soulkeeper: 1d20 + 2 ⇒ (6) + 2 = 8
Solvi: 1d20 + 3 ⇒ (5) + 3 = 8
Yasmin: 1d20 + 5 ⇒ (16) + 5 = 21

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Round 1, fight!
leader: 1d20 + 6 ⇒ (20) + 6 = 26 Web!
Yasmin: 1d20 + 5 ⇒ (16) + 5 = 21
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21
Finn Lochlan: 1d20 + 2 ⇒ (18) + 2 = 20
kobold: 1d20 + 1 ⇒ (13) + 1 = 14
Solvi: 1d20 + 3 ⇒ (5) + 3 = 8
Samuel Soulkeeper: 1d20 + 2 ⇒ (6) + 2 = 8

The leader casts a spell from the wand...

Web reflex save DC 12 or grappled in place.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"That will be enough for now, thanks" Yasmin replies before she moves to the next confrontation.

Reflex: 1d20 + 6 ⇒ (20) + 6 = 26

She steps closer and starts slashing with her two-bladed sword

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

reflex save: 1d20 + 6 ⇒ (16) + 6 = 22

Orell moves out of the sticky web and attempts to blast the leader spending a grit to hit ranged touch.

attack the leader: 1d20 + 5 ⇒ (13) + 5 = 18

damage: 4d6 + 2 ⇒ (4, 2, 6, 6) + 2 = 20


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Ref DC 12: 1d20 + 4 ⇒ (14) + 4 = 18
When the sticky strands appear, Shriek is ready and jumps to one side avoiding getting stuck.

He is in the extreme of the web, so at the first opportunity he tries to move out of the area and starts his percussion song of inspiration pushing his companions to the fray!
Inspired rage (if accepted): +2 Str/Con, +1 Will, -1 AC

Raging (3/7) hp: 24/24


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Solvi Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
Bissi Reflex: 1d20 + 10 ⇒ (8) + 10 = 18

Could you please mark the webbed squares?

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Round 1, fight!
leader: 1d20 + 6 ⇒ (20) + 6 = 26 Web!
Yasmin: 1d20 + 5 ⇒ (16) + 5 = 21 Charges in and kills a kobold
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21 Solid hit to the leader
Finn Lochlan: 1d20 + 2 ⇒ (18) + 2 = 20
kobold: 1d20 + 1 ⇒ (13) + 1 = 14
Solvi: 1d20 + 3 ⇒ (5) + 3 = 8 Jumps out of the web More?
Samuel Soulkeeper: 1d20 + 2 ⇒ (6) + 2 = 8 SINGS THE SONG OF HIS PEOPLE!

Yasmin rushes into combat. She strikes down a kobold with both blows.

Orell aims and shots. The leader takes a hard hit to the chest. he's up, but doesn't want to be...

Solvi saves against the web. web marked in red circle

Samuel starts a song the inspires the rest and himself as he flies into a rage.


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Bissi will attempt an escape artist check to move through the web

escape artist: 1d20 + 7 ⇒ (7) + 7 = 14

he will then try and kill a kobold
bite: 1d20 + 10 ⇒ (4) + 10 = 14 for damage: 1d4 + 1 ⇒ (3) + 1 = 4 trip: 1d20 + 8 ⇒ (9) + 8 = 17

Solvi will finally unleash a spell :-). Ear piercing scream on the leader
damage: 1d6 ⇒ 5 Fort Save DC 16. If make, 1/2 damage. If fail, stunned for 1 round

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Reflex save: 1d20 + 2 ⇒ (3) + 2 = 5

"Gah!" Finn struggles to free himself from the web.

Spellcraft to identify spell: 1d20 + 9 ⇒ (10) + 9 = 19

If I can see any of the kobolds, then I'll Evil Eye them (-2 AC, DC 15 Will).

If I can't see any kobolds, then I'll try to escape the grapple and move closer to the action. CMB: 1d20 + 2 ⇒ (13) + 2 = 15

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Round 1, fight!
leader: 1d20 + 6 ⇒ (20) + 6 = 26 Web!
Yasmin: 1d20 + 5 ⇒ (16) + 5 = 21 Charges in and kills a kobold
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21 Solid hit to the leader
Finn Lochlan: 1d20 + 2 ⇒ (18) + 2 = 20 Evil eye!
kobold: 1d20 + 1 ⇒ (13) + 1 = 14 ATTACK!
Solvi: 1d20 + 3 ⇒ (5) + 3 = 8 Jumps out of the web and attacks!
Samuel Soulkeeper: 1d20 + 2 ⇒ (6) + 2 = 8 SINGS THE SONG OF HIS PEOPLE!

Finn casts his evil eye upon the closest kobold...
kobold will save: 1d20 - 1 ⇒ (14) - 1 = 13 It fails...

The kobolds advance and attack! Three attacks on Yasmin from a flurry of spears
kobold spear, confirm for x3, and damage: 1d20 + 1 ⇒ (12) + 1 = 131d20 + 1 ⇒ (18) + 1 = 191d61 ⇒ 45
kobold spear, confirm for x3, and damage: 1d20 + 1 ⇒ (10) + 1 = 111d20 + 1 ⇒ (16) + 1 = 171d61 ⇒ 33
kobold spear, confirm for x3, and damage: 1d20 + 1 ⇒ (4) + 1 = 51d20 + 1 ⇒ (14) + 1 = 151d61 ⇒ 44

One kobold attacks at Solvi's pet
kobold spear, confirm for x3, and damage: 1d20 + 1 ⇒ (6) + 1 = 71d20 + 1 ⇒ (14) + 1 = 151d61 ⇒ 43

Solvi's cat advances and tries to bite the lead kobold, but misses...barely....

Round 2, fight!
leader: 1d20 + 6 ⇒ (20) + 6 = 26 Mirror images!
Yasmin: 1d20 + 5 ⇒ (16) + 5 = 21
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21
Finn Lochlan: 1d20 + 2 ⇒ (18) + 2 = 20
kobold: 1d20 + 1 ⇒ (13) + 1 = 14
Solvi: 1d20 + 3 ⇒ (5) + 3 = 8
Samuel Soulkeeper: 1d20 + 2 ⇒ (6) + 2 = 8

Sensing things are not going well, the leader casts another spell! Three more mirror images of the leader spring to life. All look as beaten as him, but they all look identical

Spellcraft DC=19:
mirror image

DM secret roll:
mirror image spell: 1d4 + 1 ⇒ (2) + 1 = 3

When you attack the leader, I'm going to roll a die equal to the number of images. On a 1, you hit.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"One day you can sing for me when we are not in combat Shriek! But I prefer a more gentle song then" Yasmin says as she lets the song fill her with its rage.

She slashes twice with her two-bladed sword and two more kobolds fall

Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Attack: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Confirm Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Assuming these are standard kobolds, starting her attacks with the southern kobold

As soon as the two kobolds fall she steps forward 5 ft step straight west

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell reloads taking a five foot step back


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Orell: web is difficult terrain, no 5 ft stepping.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Then I will just stand where I am and reload


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"You can be sure I will Yasmin, groarrr!" shouts Shriek with a smile as he fights next to the half-elven slayer.

The half-orc slashes then with strength at the kobold just next to him.
longsword+IR: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Slashing damage+IR: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
He keeps his percussion performance inspiring the group into the fray.
Inspired rage (if accepted): +2 Str/Con, +1 Will, -1 AC
Raging (2/7) hp: 24/24

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